We demoed on iPad at macworld. You can bet there will be a iPad version! We haven't decided on universal yet. P.S I'm the guy in the chair in the video. I borrowed that office, pipe and chair from my father in law. It fit perfectly for the gimmick I was going for.
There will be a beta. We will post here when it starts. Hopefully a couple weeks from now but this project has been so huge we have missed our original release date by months
Universal would be great. I have an iPod and my wife has an iPad which I try to use as often as I can and would love to play this on a bigger screen and be able to go back to my iPod when she is not sharing. That said I guess it wouldn't be a make or break deal if it wasn't.I think it is a good selling point though.
I dont mean to be rude since I know someone worked hard on it... but its kind of shocking to see such beautifully rendered monster designs and overworld next to the dungeon screen that looks like a programmer did it by himself. Regardless Ill check this out when its released.
We just removed dungeon walls thinking it looked better. Here is what it looks like with them in. Please comment on if you like it better with walls or without. <edited removed image and its now on the front page or at the end of the thread in a more updated version>
Yes this game looks amazing can't wait for bheta hope it turns out pretty well but from what I have seen so far it most definently will.
I kind of agree here. The art work for the monsters and map on the first page look amazing and the dungeon looks like a different art style entirely? Can't wait to see it in action though. Sounds like it will be very cool.
The dungeons are a psudo tile based system giving us the randomized dungeons. The overworld map is a hand drawn image because the map doesn't change. It prob would have been prohibitively expensive to have hand drawn dungeon tiles of each type with enough variations to give it a really hand drawn feel.
Not to mention an infinite random dungeon..makes it impossible to draw one by one. But yeah, we have been talking about how to improve the look...we are open to suggestions!
- Yes I do think it looks better with the walls, though perhaps some perspective by only showing the wall on the far side of a room might help. I'd look at other games with dungeons some more and see how they approached it, even pokemon itself. - I'd try some different scaling on the floor textures, the tile the character is shown against appears larger than him. - Have you tried a couple pixel black border around each texture so they dont clash together as much? It might not work well with photo realistic textures like that but worth a look perhaps. - You might even experiment with applying a filter to the textures, I think its the photo real-ness thats going to clash with the rest of the game. Really harsh default photoshop filters generally look cheesy, but there are some pretty high end or subtle ones out there that could create an interesting look. Again I'd play it even if its not altered at all, but if players spend a lot of times with Dungeons I do think its worth some effort to try to tweak the look a bit.
Art style is too realistic and not fun or cute.. Which is going to cut out all the children aged audience, and probably girl gamers too. Main target would be teenage boys and older. Would have been a cool concept with a more cartooony look. It looks too serious for my liking, but I'm sure most men would like it
I too find it a weird mix of art styles. Some monsters are vicious and realistic, but then there's the snow cub which is on the cutesy side. Then there's the map, and the dungeons which are 2 other styles. Now - this doesn't mean I won't play the game, because the game play looks promising.
The # of cute monsters in the game is prob about 5%. Mostly for newbie land. once you get farther they all evolve\grow up into serious looking monsters. Here is a picture of monster management which I just finished a makeover of. It shows you how you have your guys coming into battle, and guys staying behind. You simply drag guys between the 2 lists. On the left you can see sorting options for the big group at the bottom to make it easier to find who you want. On the right you can see buttons to take a soulstone out of a monster(which destroys the monster) and then another button to put a soulstone into a monster. Soulstones give bonuses to whoever you put them in based on the type of monster you destroyed to get them.
Here is a new version of the dungeon after taking some feedback from forum members. Thanks to those who provided feedback! We also put the monsters in the dungeon itself instead of using a common symbol. Thoughts?
I'd prefer a common symbol than the actual dragons themselves. It'll add an element of mystery before an encounter especially since its randomized right?
Yeah, the encounters are random. Right now we are showing the first monster in the enemy army. You fight against 1-10+ monsters per encounter with your army, element of surprise is still there?